VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Goh

paguちゃん

  • Akira
  • Lau
  • Lei Fei
Career matches7,539
Career win rate47.1%
Round win rate44.6%
Peak rank26
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1343 #2,943 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Goh267,0893,3463,74347.2%
Akira2231313717643.8%
Lei Fei22135716452.6%
Lau212020.0%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

539 of 635 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.2370528
Akira6.74025
Lau6.33773
Lei Fei6.43863

By opponent's character

Akira6.337668
Aoi6.136386
Jacky6.035860
Jeffry6.337739
Pai6.136740
Kage6.438236
Shun6.538838
Brad6.337929
Sarah6.036329
Lau5.935427
Wolf6.136821
Goh6.136919
Lei Fei6.036213
Vanessa6.740212
Jean6.337912
Lion6.237410

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira23101343.5%+10.2
Aoi2291340.9%-0.6
Jacky1910952.6%+5.7
Jeffry167943.8%+10.1
Pai115645.5%-1.0
Kage103730.0%-3.8
Shun104640.0%+4.8
Brad85362.5%+25.1
Sarah83537.5%-3.2
Lau72528.6%-13.0
Wolf72528.6%-7.6
Goh51420.0%-29.9
Lei Fei5050.0%-26.1
Vanessa41325.0%-30.6
Jean31233.3%-4.9
Lion2020.0%-27.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Open2012860.0%+19.8
Rectangle2011955.0%+13.5
Breakable Full Fence1961331.6%-7.2
Half Fence1981142.1%+5.5
Breakable Half Fence1861233.3%-2.6
Octagon157846.7%-3.6
Low Fence145935.7%-1.8
Single Wall123925.0%-14.0
Full Fence113827.3%-6.0
Full Fence and Open3030.0%-32.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10240.2%39.6%+0.6
No walls4643.5%39.8%+3.7

Walls against open: -3.1 points (95% range -20.2 to +14.0), p 0.723 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

chuson.110 (Rank 21)2026/10/02220100.0%
Penoco (Rank 26)2026/10/022020.0%
だっちん (Rank 22)2026/10/02220100.0%
yagio130r (Rank 24)2026/10/0231233.3%
☆瞳氷☆ (Rank 24)2026/09/1873442.9%
Mon3tr (Rank 24)2026/09/1821150.0%
Q (Rank 24)2026/09/1032166.7%
mikichan_213 (Rank 22)2026/09/022020.0%
Siva-Duke (Rank 24)2026/09/0221150.0%
E-BB1 (Rank 26)2026/09/023030.0%
SakuRa (Rank 23)2026/09/0251420.0%
yusyusonna (Rank 25)2026/08/2332166.7%
Martin1833 (Rank 24)2026/07/062020.0%
kanreki-jijii (Rank 21)2026/07/06220100.0%
gamataka_7 (Rank 24)2026/07/062020.0%
kane-super (Rank 22)2026/07/0632166.7%
Torao0614 (Rank 22)2026/07/0631233.3%
affnis1485 (Rank 22)2026/07/0642250.0%
Eguchin-5632 (Rank 22)2026/07/0632166.7%
MEGATON_KZ (Rank 21)2026/07/0631233.3%
じょーかー (Rank 23)2026/05/25220100.0%
qzmix (Rank 22)2026/05/2331233.3%
asari0727 (Rank 29)2026/05/132020.0%
delicioso (Rank 30)2026/05/1331233.3%
Ninja-5501- (Rank 24)2026/05/0932166.7%

Round openings

Every character

crouch into Denkou3PP11117.4%
backdash into Karura4P+K8513.3%
Garyu66K233.6%
punchP into kickK223.5%
Raikou3P into Denkou3PP213.3%
backdash into Kyousengeri46K213.3%
backdash into Aragami4K162.5%
Hiji'ate6P152.4%
Kumite Harai (Deflect)4P+K+G into throwP+G152.4%
Raikou3P132.0%
Ni'oudaoshi3K+G into crouch121.9%
crouch into Ni'oudaoshi3K+G121.9%
crouch into Raikou3P121.9%
Kumite Harai (Deflect)4P+K+G101.6%
evade up into Soukyu46P101.6%

113 further openings account for the other 239 rounds.

Goh

Career
3,346–3,743 · 47.2%
This season
156 matches · 40.4%
Peak rank
26

First hit in 56.0% of 622 rounds. Won 49.7% of the rounds they struck first, 39.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 40.4% of rounds, against 21.8% in their other rounds.
  • Against Pai: evades first in 27.5% of rounds, against 9.6% against everyone else.
  • After opening the round before by waiting: backs off first in 47.2% of rounds, against 28.3% after anything else.
  • After losing a round: attacks straight away in 37.3% of rounds, against 24.2% after winning one.
  • In round 1: opens with “crouch into 3PP Denkou” in 33.3% of rounds, against 12.6% in their other rounds.

How is this tested?

crouch into Denkou3PP11117.8%
backdash into Karura4P+K8513.6%
Garyu66K233.7%
punchP into kickK223.5%
Raikou3P into Denkou3PP213.4%
backdash into Kyousengeri46K213.4%
backdash into Aragami4K162.6%
Hiji'ate6P152.4%
Kumite Harai (Deflect)4P+K+G into throwP+G152.4%
Raikou3P132.1%
Ni'oudaoshi3K+G into crouch121.9%
crouch into Ni'oudaoshi3K+G121.9%
crouch into Raikou3P121.9%
Kumite Harai (Deflect)4P+K+G101.6%
evade up into Soukyu46P101.6%

103 further openings account for the other 226 rounds.

By stage type

Record against each character on walled and open stages, as Goh

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–9 · 31%5–3 · 62%too few to test
Aoi6–10 · 38%3–0 · 100%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Akira

Career
137–176 · 43.8%
This season
2 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P342.9%
Chouzan Housui46P+K114.3%
evade down into throwP+G114.3%
evade up into Youhou33P114.3%
forward dash into Jouho Touken6P114.3%

Lau

Career
0–2 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up133.3%
punchP into RenshouPP133.3%
punchP into crouch133.3%

Lei Fei

Career
71–64 · 52.6%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kakushu Suigeki6P into Kakushu Suirengeki6PP133.3%
Toushou66P133.3%
offensive move into evade up133.3%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (15 here; about 0.8 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Goh: 5 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)